Effigie du Boucanier
Mort-vivant
50% des Dégâts physiques sont Convertis en Dégâts de foudre
80% d'Augmentation de la Vitesse d'attaque
Les Aptitudes tirent 2 Projectiles supplémentaires
Effigy of the Buccaneer
SpectreN
Tagsghost, ghost_armour, ghost_blood, has_bow, large_height, medium_movement, not_str, physical_affinity, puncturing_weapon, ranged, undead
Vie
320%
Energy Shield From Life
50%
Évasion
+50%
Ailment Threshold
320%
Résistance
30 30 30 20
Damage
240%
Précision
100%
Chances de coup critique
+5%
Multiplicateur de coups critiques
+130%
Attack Distance
6 ~ 40
Attack Time
1.5 Second
Damage Spread
±20%
Expérience
200%
Model Size
150%
Type
GhostBossLake
Metadata
GhostPirateBossLake
Niveau
68
Vie
20,587
Armure
28,790
Évasion
7,109
Bouclier d'énergie
3,064
Damage
897
Dégâts des sorts
897
Précision
290
Attack Time
1.5
Expérience
20,510
Ailment Threshold
20,587
Chill
65
Shock
65
Brittle
368
Scorch
65
Sap
180
MeleeAtAnimationSpeedUnique
Attack, RangedAttack, MirageArcherCanUse, Projectile, MeleeSingleTarget, Multistrikeable, Melee, ProjectilesFromUser
Attaque par défaut
Base Damage: 717–1076
Chances de coup critique: 5%
Attack Time: 1.5 sec.
Frappez vos ennemis d'un coup puissant.
action attack or cast time uses animation length [1]
projectile uses contact position [1]
skill can fire arrows [1]
skill can fire wand projectiles [1]
use scaled contact offset [1]
MonsterShockedGroundRainOfArrows
Attack, RangedAttack, MirageArcherCanUse, Area, ProjectileSpeed, Totemable, Trappable, Mineable, Triggerable, Rain
Pluie de flèches
Base Damage: 717–1076
Chances de coup critique: 5%
Attack Time: 1.5 sec.
Une multitude de flèches est tirée dans les airs, s'abattant sur la cible après une courte durée.
132% Davantage de Dégâts
active skill area of effect radius +% final [33]
base is projectile [1]
is area damage [1]
rain of arrows place shocking ground duration ms [4000]
MonsterPunctureAtAnimationSpeedUnique
Attack, RangedAttack, MirageArcherCanUse, Projectile, ProjectilesFromUser, Duration, Trappable, Mineable, Totemable, MeleeSingleTarget, Multistrikeable, Melee, DamageOverTime, Triggerable, Physical
Saignée
Base Damage: 717–1076
Chances de coup critique: 5%
Dégâts d'Attaque: 120%
Attack Time: 1.5 sec.
Une attaque qui perfore les ennemis, infligeant un effet néfaste de saignement qui est affecté par les modificateurs de durée. Ne fonctionne qu'avec les arcs, dagues, épées ou griffes.
20% Davantage de Dégâts d'Attaque
+197% Davantage de Dégâts avec le Saignement
Inflige le Saignement
action attack or cast time uses animation length [1]
projectile uses contact position [1]
skill can fire arrows [1]
use scaled contact offset [1]

Object Type

version 2
extends "Metadata/Monsters/Monster"

Actor
{
	main_hand_unarmed_type = "Bow"
}

Stats
{
	supress_muzzle_flash = 1
}

Object Type Codes

version 2
extends "Metadata/Monsters/Monster"

Life
{
	on_death = "RemoveEffects(); HideWeapons(); AddEffectPack( Metadata/Effects/Spells/monsters_effects/ghostpirates/bio_stuff.epk ); RemoveEffectPack( Metadata/Effects/Spells/monsters_effects/act1/ghostpirate/fade_by_player_dist.epk );"
	on_spawned_alive = "AddEffectPack( Metadata/Effects/Spells/monsters_effects/act1/ghostpirate/fade_by_player_dist.epk );"
	on_spawned_dead = "RemoveEffects(); HideWeapons(); AddEffectPack( Metadata/Effects/Spells/monsters_effects/ghostpirates/bio_stuff.epk ); RemoveEffectPack( Metadata/Effects/Spells/monsters_effects/act1/ghostpirate/fade_by_player_dist.epk );" 
}
-- src\Data\Spectres.lua
minions["Metadata/Monsters/LeagueLake/GhostPirateBossLake"] = {
    name = "Effigy of the Buccaneer",
    life = 3.2,
    energyShield = 0.5,
    fireResist = 30,
    coldResist = 30,
    lightningResist = 30,
    chaosResist = 20,
    damage = 2.4,
    damageSpread = 0.2,
    attackTime = 1.5,
    attackRange = 40,
    accuracy = 1,
    weaponType1 = "Bow",
    skillList = {
        "MeleeAtAnimationSpeedUnique",
        "MonsterShockedGroundRainOfArrows",
        "MonsterPunctureAtAnimationSpeedUnique",
    },
    modList = {
    },
}
-- src\Data\Skills\spectre.lua
skills["MeleeAtAnimationSpeedUnique"] = {
    name = "Default Attack",
    hidden = true,
    color = 4,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    description = "Strike your foes down with a powerful blow.",
    skillTypes = {
        [SkillType.Attack] = true,
        [SkillType.RangedAttack] = true,
        [SkillType.MirageArcherCanUse] = true,
        [SkillType.Projectile] = true,
        [SkillType.MeleeSingleTarget] = true,
        [SkillType.Multistrikeable] = true,
        [SkillType.Melee] = true,
        [SkillType.ProjectilesFromUser] = true,
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 1,
    baseFlags = {
        attack = true,
        melee = true,
        projectile = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "skill_can_fire_arrows",
        "skill_can_fire_wand_projectiles",
        "action_attack_or_cast_time_uses_animation_length",
        "projectile_uses_contact_position",
        "use_scaled_contact_offset",
    },
    levels = {
        [1] = {levelRequirement = 1, statInterpolation = {},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["MonsterShockedGroundRainOfArrows"] = {
    name = "Rain of Arrows",
    hidden = true,
    color = "2",
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    description = "Fires a large number of arrows into the air, to land at the target after a short delay.",
    skillTypes = {
        [SkillType.Attack] = true,
        [SkillType.RangedAttack] = true,
        [SkillType.MirageArcherCanUse] = true,
        [SkillType.Area] = true,
        [SkillType.ProjectileSpeed] = true,
        [SkillType.Totemable] = true,
        [SkillType.Trappable] = true,
        [SkillType.Mineable] = true,
        [SkillType.Triggerable] = true,
        [SkillType.Rain] = true,
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 1,
    baseFlags = {
        attack = true,
        area = true,
        projectile = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "active_skill_damage_+%_final",
        "rain_of_arrows_place_shocking_ground_duration_ms",
        "base_projectile_speed_+%",
        "active_skill_area_of_effect_radius_+%_final",
        "is_area_damage",
        "base_is_projectile",
    },
    levels = {
        [1] = {30, 3000, -50, -26, levelRequirement = 3, statInterpolation = {1, 1, 1, 1},  cost = { }, },
        [2] = {32, 3000, -50, -25, levelRequirement = 5, statInterpolation = {1, 1, 1, 1},  cost = { }, },
        [3] = {34, 3000, -50, -23, levelRequirement = 8, statInterpolation = {1, 1, 1, 1},  cost = { }, },
        [4] = {36, 3000, -50, -21, levelRequirement = 10, statInterpolation = {1, 1, 1, 1},  cost = { }, },
        [5] = {38, 3000, -50, -20, levelRequirement = 12, statInterpolation = {1, 1, 1, 1},  cost = { }, },
        [6] = {40, 3000, -50, -18, levelRequirement = 14, statInterpolation = {1, 1, 1, 1},  cost = { }, },
        [7] = {42, 3000, -50, -17, levelRequirement = 17, statInterpolation = {1, 1, 1, 1},  cost = { }, },
        [8] = {44, 3000, -50, -15, levelRequirement = 20, statInterpolation = {1, 1, 1, 1},  cost = { }, },
        [9] = {46, 3000, -50, -13, levelRequirement = 24, statInterpolation = {1, 1, 1, 1},  cost = { }, },
        [10] = {48, 3000, -50, -12, levelRequirement = 30, statInterpolation = {1, 1, 1, 1},  cost = { }, },
        [11] = {50, 3000, -50, -10, levelRequirement = 31, statInterpolation = {1, 1, 1, 1},  cost = { }, },
        [12] = {112, 4000, 0, 16, levelRequirement = 36, statInterpolation = {1, 1, 1, 1},  cost = { }, },
        [13] = {114, 4000, 0, 18, levelRequirement = 41, statInterpolation = {1, 1, 1, 1},  cost = { }, },
        [14] = {116, 4000, 0, 19, levelRequirement = 44, statInterpolation = {1, 1, 1, 1},  cost = { }, },
        [15] = {118, 4000, 0, 21, levelRequirement = 51, statInterpolation = {1, 1, 1, 1},  cost = { }, },
        [16] = {120, 4000, 0, 23, levelRequirement = 52, statInterpolation = {1, 1, 1, 1},  cost = { }, },
        [17] = {122, 4000, 0, 24, levelRequirement = 57, statInterpolation = {1, 1, 1, 1},  cost = { }, },
        [18] = {124, 4000, 0, 26, levelRequirement = 60, statInterpolation = {1, 1, 1, 1},  cost = { }, },
        [19] = {126, 4000, 0, 28, levelRequirement = 65, statInterpolation = {1, 1, 1, 1},  cost = { }, },
        [20] = {128, 4000, 0, 29, levelRequirement = 66, statInterpolation = {1, 1, 1, 1},  cost = { }, },
        [21] = {130, 4000, 0, 31, levelRequirement = 67, statInterpolation = {1, 1, 1, 1},  cost = { }, },
        [22] = {132, 4000, 0, 33, levelRequirement = 68, statInterpolation = {1, 1, 1, 1},  cost = { }, },
        [23] = {134, 4000, 0, 34, levelRequirement = 69, statInterpolation = {1, 1, 1, 1},  cost = { }, },
        [24] = {136, 4000, 0, 36, levelRequirement = 70, statInterpolation = {1, 1, 1, 1},  cost = { }, },
        [25] = {138, 4000, 0, 37, levelRequirement = 71, statInterpolation = {1, 1, 1, 1},  cost = { }, },
        [26] = {140, 4000, 0, 39, levelRequirement = 72, statInterpolation = {1, 1, 1, 1},  cost = { }, },
        [27] = {142, 4000, 0, 41, levelRequirement = 73, statInterpolation = {1, 1, 1, 1},  cost = { }, },
        [28] = {144, 4000, 0, 42, levelRequirement = 74, statInterpolation = {1, 1, 1, 1},  cost = { }, },
        [29] = {146, 4000, 0, 44, levelRequirement = 75, statInterpolation = {1, 1, 1, 1},  cost = { }, },
        [30] = {148, 4000, 0, 46, levelRequirement = 76, statInterpolation = {1, 1, 1, 1},  cost = { }, },
        [31] = {150, 4000, 0, 47, levelRequirement = 77, statInterpolation = {1, 1, 1, 1},  cost = { }, },
        [32] = {152, 4000, 0, 49, levelRequirement = 78, statInterpolation = {1, 1, 1, 1},  cost = { }, },
        [33] = {154, 4000, 0, 51, levelRequirement = 79, statInterpolation = {1, 1, 1, 1},  cost = { }, },
        [34] = {156, 4000, 0, 52, levelRequirement = 80, statInterpolation = {1, 1, 1, 1},  cost = { }, },
        [35] = {158, 4000, 0, 54, levelRequirement = 81, statInterpolation = {1, 1, 1, 1},  cost = { }, },
        [36] = {160, 4000, 0, 55, levelRequirement = 82, statInterpolation = {1, 1, 1, 1},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["MonsterPunctureAtAnimationSpeedUnique"] = {
    name = "Puncture",
    hidden = true,
    color = "2",
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    description = "Punctures enemies, causing a bleeding debuff, which will be affected by modifiers to skill duration. Puncture works with bows, daggers, claws or swords.",
    skillTypes = {
        [SkillType.Attack] = true,
        [SkillType.RangedAttack] = true,
        [SkillType.MirageArcherCanUse] = true,
        [SkillType.Projectile] = true,
        [SkillType.ProjectilesFromUser] = true,
        [SkillType.Duration] = true,
        [SkillType.Trappable] = true,
        [SkillType.Mineable] = true,
        [SkillType.Totemable] = true,
        [SkillType.MeleeSingleTarget] = true,
        [SkillType.Multistrikeable] = true,
        [SkillType.Melee] = true,
        [SkillType.DamageOverTime] = true,
        [SkillType.Triggerable] = true,
        [SkillType.Physical] = true,
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 1,
    baseFlags = {
        attack = true,
        melee = true,
        projectile = true,
        duration = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "active_skill_bleeding_damage_+%_final",
        "skill_can_fire_arrows",
        "global_bleed_on_hit",
        "action_attack_or_cast_time_uses_animation_length",
        "projectile_uses_contact_position",
        "use_scaled_contact_offset",
    },
    levels = {
        [1] = {112, baseMultiplier = 1.2, levelRequirement = 9, statInterpolation = {1},  cost = { }, },
        [2] = {155, baseMultiplier = 1.2, levelRequirement = 30, statInterpolation = {1},  cost = { }, },
        [3] = {197, baseMultiplier = 1.2, levelRequirement = 60, statInterpolation = {1},  cost = { }, },
    },
}
50% des Dégâts physiques sont Convertis en Dégâts de foudre
IdMonsterElementalSkeletonLightning
FamilyLightningDamageAsPortionOfDamage
Domainsmonstre (3)
GenerationTypeUnique (3)
Req. level1
Stats
  • base physical damage % to convert to lightning Min: 50 Max: 50 Global
  • Craft Tagsphysical_damage elemental_damage damage physical elemental lightning
    80% d'Augmentation de la Vitesse d'attaque
    IdMonsterImplicitFastAttack2
    FamilyIncreasedAttackSpeed
    Domainsmonstre (3)
    GenerationTypeUnique (3)
    Req. level1
    Stats
  • attack speed +% Min: 80 Max: 80 Global
  • Craft Tagsattack speed
    Les Aptitudes tirent 2 Projectiles supplémentaires
    IdMonsterMultipleProjectilesImplicit1
    FamilyMonsterMultipleProjectile
    Domainsmonstre (3)
    GenerationTypeUnique (3)
    Req. level1
    Stats
  • number of additional projectiles Min: 2 Max: 2 Global
  • Edit

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